Let me start off by saying that I'm very sorry for holding this game up for so long. It isn't normal behavior for me... That said, here are my turns. I played 12 to even up the turn count as Sina suggested.
Inherited turn. Things certainly look good! I notice Saladin has disappeared

I do a lot of city micromanagement. I take Moscow off of Research, which was only getting us 13 beakers (out of 300+ in that city). Instead, I turn it to build more military - We need to stay strong in case of a sneak invasion. Overall, though, things look really good. I mm a few more cities for higher food and more specialists. As for shrines, we actually have the Christian, Buddhist, and Confucian shrines, so I'll stick with spreading Confucianism for now.
Turn 1 - The very definition of a quiet turn. This is going to be cruise-control to the end now, methinks. Democracy is coming in next turn, at which point I'll rush the statue of liberty.
Turn 2 - After rushing, the Statue still has 14 turns to go (in Moscow). I decide to fire a bunch of specialists there and go to a high-production configuration again, and I cut that in half to 6 turns! After it finishes, I'll hire the specialists back. This reduces our beaker output by almost 100

Fun stuff. Even with that, the most expensive tech available for research, medicine, only takes 4 turns. I decide on corporation for the extra trade routes, and the fact that it only takes us one turn to research it!
Turn 3 - The extra trade routes allow me to push to 80% science at only a -3 gpt. I start research on Steam Power, due in 3.
Turn 4 - Wow, these turns are quick!
Turn 5 - The Forbidden Palace finished up, and we soar to +14 gpt at 80% science.
Turn 6 - Steam Power comes in and we have two sources of coal, both on the left coast. Start Assembly line, due in 5 turns.
Turn 7 - The statue of Liberty finishes up! I mm Moscow back to max specialists - it's now producing 395 beakers! I also bump up research to 90%, at a defecit.
Turn 8 - Quiet...
Turn 9 - I trade Democracy to Mao for Rifling and some gold.
Turn 10 - I'm building quite a bit more Navy now. With Hayauna and Mao going at each other, the large navies they have running around make me a bit nervous. We finish up Assembly line and we now have infantry in the works. We pop a great merchant, and he's going on a trade mission, no doubt. The extra gold will help us maintain defecit research much longer. Start Steel, due in two. Suggest Artillery next, then rocketry. Starting Factories all over the place.
Turn 11 - ...
Turn 12 - Steel complete, start Artillery. Railroads would also be a strong choice with all of our lumbermills. Mao and Hayuna sign peace! That's it!
Notes for next player:
I was intending for the great merchant to go over to China, but you can pretty much send him wherever. Other than that, cruise to a space win!
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